Crimson Night
How long will you last? How many demons can you banish back to hell?
This is my very first attempt at making a game.
It’s been a challenging but incredibly rewarding ride—lots of trial and error, learning as I go, and plenty of moments where I got stuck. But I’ve finally managed to bring it to a playable state.
I used AI-assisted coding mainly for repetitive tasks, debugging, and a few small things where I was stuck and couldn’t find the right solution on my own. But zero AI was used for the visuals, sprites, graphics, animations, SFX, or music. Those are all made by me.
Still a long way to go, but getting it this far feels pretty damn good.
🎮 v.1.5 — The Crimson Ascension
You asked. I listened. The darkness has been improved.
🦇 Level Up Banner: No more accidental power-ups. Choose your fate like a proper supernatural hunter.
💀 Damage Feedback: Getting hit now actually looks painful. You’re welcome.
❤️ Blood for the Bloodthirsty: Every 50 kills, enemies now drop Hearts to restore your HP. You should still pick it up, but murder has never been so nutritious.
🏃♂️➡️ Dash of the Damned: Dash now doubles as a dodge. Slip into the enemy line and become briefly untouchable. Because getting hit is for mortals.
🎵 New & Extended Music: More gothic atmosphere. More tunes to die to.
🏆 High Score Board: Challenge the Dark Lords and show them who really runs this night. Screenshots only, because apparently we're not made of money.
⚖️ Difficulty Rebalance: You might actually survive longer now. No promises, hunter.
✨ Quality of Life: Polished some visuals, squashed some bugs, and generally made the night slightly less crimson.
=================================
🎮 v1.0
- Full Version is now live
- New Enemies and animations
- Fixed the waling animation
- Many bug fix and improvements
🎮 v0.8
- Improve SFX and Music
- UI improvements
- Gameplay improvements
- Enemy animations
🎮 v0.5
- Better start screen
- More challenging difficulty
- lots of small but impactful visual tweaks
🎮 v0.4
Survive as long as you can.
Collect XP gems, level up, and unlock powerful abilities.

Controls
Since this is a basic shmup, it's only fitting the controls are as basic as as it gets.
Arrows keys (up, down, left, right) move you about the screen, and holding down X continuously fires.
Simple as that.
Rules
Kill the enemies to progress through the fight as it adds more and more enemies to the screen.
Once you reach the last stage, you need to defeat the Big Boss Lad before your health bar reaches zero.
Behind The Scenes
This is my first ever game of any sort on any engine. I've never coded anything before (so if you wanna see a bunch of horrible inefficient code, treat yourself.) But I decided to give gamedev a go after a friend mentioned it's not that difficult.

Updated Saucers Desktop Pet Features:
Three Flying Saucers now interact dynamically — they harass each other in mid-air skirmishes.
Abduction Mechanics: If a saucer gets close to a walker, there's a chance it will abduct them.
Ground Defense: Tanks on the ground actively shoot at the flying saucers.
Interactive Mouse Behavior: Saucers are afraid of the mouse pointer — chase them off or herd them around.
Will you help or hinder the chaos? The choice is yours.
Bronson!
Made with help from:
- twiddler: https://www.lexaloffle.com/bbs/?tid=49949
- direct pixel encoder: https://www.lexaloffle.com/bbs/?pid=96437
- shrinko8: https://www.lexaloffle.com/bbs/?tid=48591
- constant companion: https://www.lexaloffle.com/bbs/?tid=44801
(294 chars)
::🐱::⬅️+=.1for f=0,341do e=f%9-4o=f\9sset(o%8,2+o\8,ord("B?ONSNcWRS?OJ",1+o\3)-62>>o%3*2&3)d=o*18if(o<4)circfill((d+⬅️)*2%144-8,(d-⬅️-e*36)%144-8,8,2)
camera((⬅️*5-d)*(e%2*2-1)-64,-5-e*36-7.5*sin((⬅️+o)/3))n=⬅️/2-o/4+e&1rect(1,1,8,8,0)poke(-6^8,9+5*n,7,1,6)spr(0,0,0,1,1,n<1)reset()end?"⁶1⁶c1"
goto 🐱
|
Playable first demo of my demake of the "Mantle" minigame from Deltarune Chapter 3. It's not even close to finished, but since I recently worked out enemy spawners, I figure now would be a good time to put something out for others to play. You can die, and there's a room where once you've reached it you'll know you've finished the demo. That's all for now.
I've also been posting updates on my YouTube channel if you're interested (though I typically post music there): https://www.youtube.com/channel/UCRNsDJ_HmynJ2gNP5ILbRNQ
Enjoy!

Welcome to Comit
"May this tool bring a little joy every time you
commit your cart to your vcs." - Wash
Why Comit?
Picotron carts are seen as flat text files by the
hostOS. This makes it difficult to track the individual
files with Version Control Software like Git or Github
Desktop.
Comit will write the contents of your cart into a
folder as separate files so your VCS can easily track
changes.
How to use Comit
- Unsandbox comit.p64
- Right Click comit.p64 > About > Uncheck [ ] sandboxed - Run comit.p64
- This will create the folder /appdata/comit/ - Load your cart into Picotron
- />load my_cart.p64
Note: The icon and cart description will update in
Comit every second.
- Click "Overwrite"
- This will write the contents of /ram/cart/ to
/appdata/comit/my_cart
Note: Comit will try it's best to name the folder
after the name of your cart. It first checks for a

Layla the knight finds herself in a randomly generated dungeon full of monsters! Find the key and the ladder down to the next floor! How far can you go?
22 enemy types! 7 bosses! COMPLETELY RANDOM FLOOR DESIGNS AND LAYOUTS EVERY TIME!
- Enemies spawn in greater numbers and have slightly more health as you descend.
- Line-of-sight lighting system akin to holding a torch!
- A curse of darkness may be placed on you randomly past floor 5! Good luck!
Arrow keys to move. Press X to swing your sword! Hold Z to guard, blocking all damage. (Seriously, blocking is your best friend.) While you can attack while guarding, if you hold it too long, blocking goes on a cooldown!

This is my first attempt at using the techniques of a chess engine on a game that isn't quite chess. It's an implementation of a game I read about in the 90s:
https://www.sjgames.com/pyramid/sample.html?id=670
But with an AI opponent!
I got the start for my engine idea from Krystian of LazyDevs in his articles:
https://krystman.itch.io/pico-checkmate/devlog/41150/making-chess-in-pico-8-3-chess-engine-basics
https://krystman.itch.io/pico-checkmate/devlog/42380/making-chess-in-pico-8-4-chess-engine-tuning
The soundtrack is my rendition of Gymnopedié #1 by Satie.
.jpg)
Space Flop
Space Flop is my first pico-8 game.
It's a one button game taking place in space.
Controls
In Space Flop you use one single button, (X), to apply a boost to your ship in order to make it get higher.
System
Your ship is flying at a constant speed and is subject to gravity.
In order to fly through gaps in posts you must rise it by applying boosts.
Your ship is equiped of shields on its top and bottom.
These shields protect you if you touch the borders of the gaps.
Pickups:
- gold: boost your score
- green: recharge your shields
Credits
This game was written by me, Sylvain Gaillard, when discovering Pico-8 and game developpement.
It's best to load this into pico-8 using:
load #colorsamp run |
Because it requires the command prompt to invoke.
This is something that I wrote to be simple enough for a 9 year old to use to get some practice typing function calls and looking at code, so it isn't very fancy, but it gets the job done.
It's intended to be used by loading the program, run, then follow the instructions printed to the cli.
Basically it just shows what a particular foreground color looks like on a background color while also showing the color numbers used in decimal and hex.
Hey folks,
I'd been running linux builds on my 64-bit RaspPi 4 portable machine using Box64 for a while now, and was looking forward to the performance boost of the native builds. However, they seem to be about equal or even a bit worse, based on the slowdown playing wavespark3.
Anyone else noticed this or have any other data?






0 comments
